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Using Injectors -- Sweetfx


xxx7
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Thought I'd re-write this post since a lot has been answered, solved, etc. and make a single go-to post for quick overview. This thread is about the use of SweetFX for Warframe. Thanks to some very helpful Tenno -- mainly sushidubya, Koyamina, RedDirtTrooper, CeePee, and RawGritz -- we now have a complete set-up guide!

 

Great news everyone: Thanks to U14, Warframe is now compatible with SweetFX in DX11! No more "half-half-grey-glitch"!




IS IT LEGAL?

So, first things first: Can the use of a graphical/shader injector mod ban you? Answer is

Nope, you're good.

and can be found here posted by no one else but DE_Steve himself: https://forums.warframe.com/index.php?/topic/34366-update-781/page-5#entry314666



WHAT'S IT FOR?

Alright, with that out of the way, what does it actually do? Well, in short it enhances the graphics, mainly by sharpening and eliminating the blurries caused by Warframe's FXAA. Here are some comparison shots. Removed pics. Might post a more extreme setting to better showcase the difference ("it's hard to put a movie in an image").

 

 

 

 

INSTALL GUIDE

How do I get and install it? I suggest you follow sushidubya's step-by-step guide here. Please note that for non-Steam users your install directory will be

/Warframe/Downloaded/Public

instead of

/Steam/SteamApps/commons/Warframe

OK. I got a couple of PMs from the other posters in this thread. So if you guys read earlier I recommended to try the "sharp and clean" setting at this link:

http://sfx.thelazy.net/games/preset/445/

on that link he refers people to download a certain build of sweetFX here:

http://forums.guru3d.com/showpost.php?p=4581604&postcount=528

All I did was take the files like in this image here:

1.jpg

and copied them to my install folder (it varies depending on if you used steam or original installer) but basically the folder where Warframe.exe is located. The folder should look like this after you copy the files:

2.jpg

So on that first link I have referred you guys to the "sharp and clean" page looks like this:

3.jpg

Download the text file by clicking "download preset" then take that text file and copy to the warframe install directory:

4.jpg

It should look like the picture above when you're done. you're going to delete the original "SweetFX_Settings" file. After that you're going to take the "SweetFX_Settings_Warframe_Sharp and clean.txt" file and rename it to "SweetFX_Settings" exactly like the original file.

To make sure it's installed correctly there's a way to make half the screen work with SweetFX and the other half not. So you can verify it's running. Open that text file and you should see this:

5.jpg

Change the number 0 that I highlighted in red to a 1 then save the txt file.

Open the warframe launcher and make sure you're using 32bit. You should see a dramatic difference between the right side of the screen (SweetFX active) vs the left side which is normal.

Good luck and enjoy!



Important

If you want to use WF in 64bit mode, just copy the files (d3d9.dll and dxgi.dll) in the SweetFx_64 folder and replace the one in the WarFrame main folder. Make backup of the original file in case you wanna use 32bit later.

If you keep crashing when using the 64bit version, close all overlay you have like Fraps/TS3 overlay. You can run Fraps after the game has been launched. (Thanks for reminding me, Alif. Don't know why I forgot to add this)




I'll keep this updated and will try to add as much as possible. Feedback, questions, etc. welcome!


NOTES:

SMAA does not seem to work with Nvidia cards. SMAA does work on Nvidia cards. If you can't see any difference try lowering the SMAA threshold (I put it on 0.08 along with lowering LumaSharpen to 2.30). Also, be sure to turn off in-game AA or it won't work!

The 64bit version has been tested and found to work on both Nvidia and AMD/ATI cards.

 

SweetFx is now 100% compatible with Warframe in DX11 mode, thanks to U14!


Presets:

 

Here is a collection of presets made for Warframe by the community. Pick to your liking!

 

My own version of "sharp and clean"

https://forums.warframe.com/index.php?/topic/113390-using-injectors-sweetfx/?p=2582421

 

sushidubya's "latest and greatest"

https://forums.warframe.com/index.php?/topic/113390-using-injectors-sweetfx/?p=2270098

 

RawGritz's settings

https://forums.warframe.com/index.php?/topic/113390-using-injectors-sweetfx/?p=2147335

 

RawGritz's alt version

https://forums.warframe.com/index.php?/topic/113390-using-injectors-sweetfx/?p=3096302

 

GunerXX's settings

https://forums.warframe.com/index.php?/topic/113390-using-injectors-sweetfx/?p=2018307

 

"Detailed Warframe v3.2 x64"

https://forums.warframe.com/index.php?/topic/113390-using-injectors-sweetfx/?p=2117363

 

 

 

Original post:

Now I know there have been various talks about this in the past, but not one of them actually answered this question. I tried contacting the DEvs, but they seem busy reading old PMs XD.

So, on to the question: Is the use of graphical/shader injector mods (read SweetFX) allowed to use for Warframe? I'd really like to use it for LumaSharpen, SMAA, and perhaps some color tint changes.

If anyone has an answer to this, please do post and include source if possible. Thanks!

Edited by xxx7
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Yeah you have to press the "PrtSc" button and you'll find the screenshots in your Warframe directory.

you can also change which button takes screenshots in the SweetFX_setting.txt file

 

 /*-----------------------------------------------------------.

  /                  Key settings                               /
  '-----------------------------------------------------------*/
// This is the section where you can define your own key mapping
// See the following URL to find out what keycode a key has:
 
// key_toggle_sweetfx = 123
// key_screenshot     = 122
// key_reload_sweetfx = 19

Edited by RawGritz
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Well not really...  The installation post in the beginning links to a specific package of SweetFX which has the folders already made.  Also, later in the thread (because I didn't know that there were 64-bit DLLs at first while making the guide) we describe how to get it working with 64bit.

 

I don't instruct people to take all of the files without the folders and put them in the main directory.  I do however ask them to drag and drop the files as shown in the guide to the main directory.

 

What's important is that you got it working.  Congrats dude.

 

=)

 

I always take the latest versions of the stuff I download and considering this thread was started half a year ago, I wanted to have less bugs, more features, etc. so I googled "SweetFX" and got the latest version. The archive had all the folders already made and I kept the directory tree intact. And yeah, I didn't read more than the first couple of pages of this thread, which might have helped me :/

But in the end I'm glad it worked and maybe others can learn something from this in case they want this version.

 

Anyway, thanks for the help !

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I always take the latest versions of the stuff I download and considering this thread was started half a year ago, I wanted to have less bugs, more features, etc. so I googled "SweetFX" and got the latest version. The archive had all the folders already made and I kept the directory tree intact. And yeah, I didn't read more than the first couple of pages of this thread, which might have helped me :/

But in the end I'm glad it worked and maybe others can learn something from this in case they want this version.

 

Anyway, thanks for the help !

 

This thread might take on some age (please do inform me of outdated stuff so I can correct), but SweetFX development is rather slow and the guide should still be up-to-date. There is no official 64bit version, it's a .dll modified by a user to work in 64bit, hence you couldn't find one on the main SwettFX page.

 

Also a huge thanks to RawGritz and Sushidubya for staying on top of this. You guys are a great, great help! =)

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Hey everybody!  Since we have some new activity in this thread I wanted to share my newest settings for SweetFX:

 

https://www.dropbox.com/s/7x1gsi921ldublb/SweetFX_settings%20-%20Clear%20and%20Crisp.txt

 

I call it clear and crisp.  This one is not heavily saturated like the others I've made.  I've gone for enhancing realism and detail this time.

 

Give it a go and see if you like it.

 

As always...  Your feedback is appreciated.  (also if you want me to customize it a bit for you I'll be glad to as well.)

 

Enjoy!

 

=)

 

SweetFX ON

 

VoidSweetFXon.jpg

 

SweetFX OFF

 

VoidSweetFXoff.jpg

Edited by sushidubya
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Hey everybody!  Since we have some new activity in this thread I wanted to share my newest settings for SweetFX:

 

https://www.dropbox.com/s/7x1gsi921ldublb/SweetFX_settings%20-%20Clear%20and%20Crisp.txt

 

I call it clear and crisp.  This one is not heavily saturated like the others I've made.  I've gone for enhancing realism and detail this time.

 

Give it a go and see if you like it.

 

As always...  Your feedback is appreciated.  (also if you want me to customize it a bit for you I'll be glad to as well.)

 

Enjoy!

 

=)

 

SweetFX ON

 

VoidSweetFXon.jpg

 

SweetFX OFF

 

VoidSweetFXoff.jpg

I'd hit it with a little more Bloom and/or more HDR to make it brighter. Play with it. Too much will give a hazy overexposed look. Other than that it looks awesome!

Edited by RawGritz
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i changed the zero to one to see the difference but i cant see 2 screen as mentioned so i thought im wrong 

 

You're talking about the "splitscreen" option? You'll should turn some other stuff on as well just to be sure. Default settings are not incredibly different from the default. To make sure it is working properly, turn "monochrome" on. If the game goes greyscale, then it's working. If you can still see colors, then something is wrong.

 

If it doesn't work, there are lots of things to try. If you're running the game in 64-bit mode, you'll need to copy the files from that "SweetFX_64" folder and overwrite the ones on the Warframe "tools" folder. If the in-game anti-alising is on, you'll need to turn it off and restart the game. Lastly, you can take a look at the "log.log" file that SweetFX creates to see if it's being written properly.

Edited by Amazerath
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You're talking about the "splitscreen" option? You'll should turn some other stuff on as well just to be sure. Default settings are not incredibly different from the default. To make sure it is working properly, turn "monochrome" on. If the game goes greyscale, then it's working. If you can still see colors, then something is wrong.

 

If it doesn't work, there are lots of things to try. If you're running the game in 64-bit mode, you'll need to copy the files from that "SweetFX_64" folder and overwrite the ones on the Warframe "tools" folder. If the in-game anti-alising is on, you'll need to turn it off and restart the game. Lastly, you can take a look at the "log.log" file that SweetFX creates to see if it's being written properly.

how can i turn the "monochrome" on ?

 

 

like this "64-bit"

6sz0x3.png

 

thats what i have in my log.log .. didnt understand it

[20:31:48] D3D11CreateDeviceAndSwapChain redirected successfully [20:31:48] Hooking swapchain...
Edited by BaSiLB
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how can i turn the "monochrome" on ?

 

Monochrome is one of the shaders SweetFX provides. To turn it on/off, simply open "SweetFX_settings.txt" and look for a line that starts like this:

 

#define USE_MONOCHROME        0

 

Change that zero to 1 and save it.

If everything is working correctly, your game should look all black and white when you run it.

 

 

Oh, I just noticed it. You're not using the Steam version, right? If it's not the Steam version then you need to put the SweetFX files on the /Warframe/Downloaded/Public folder. You have yours in the /Warframe/Downloaded/Public/Tools folder. Sorry about the mix up earlier.

 

 

Now about the 64-bit thing. The screenshot you posted shows two DLL files, right? Copy those two files and paste them also into the "Public" folder. You will be asked to overwrite the old DLL files in there. Accept it and SweetFX should work on 64-bit.

 

 

In the end, your log file should show something similar to this:

[16:21:43] D3D11CreateDeviceAndSwapChain redirected successfully
[16:21:43] Hooking swapchain...
[16:21:43] D3D11CreateDeviceAndSwapChain redirected successfully
[16:21:43] ResizeBuffers succeeded !
[16:21:43] Created DeferredContext successfully !
[16:21:43] Using only SWFX shaders and no AA
[16:21:43] SWFX enabled
Edited by Amazerath
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Monochrome is one of the shaders SweetFX provides. To turn it on/off, simply open "SweetFX_settings.txt" and look for a line that starts like this:

 

#define USE_MONOCHROME        0

 

Change that zero to 1 and save it.

If everything is working correctly, your game should look all black and white when you run it.

 

 

Oh, I just noticed it. You're not using the Steam version, right? If it's not the Steam version then you need to put the SweetFX files on the /Warframe/Downloaded/Public folder. You have yours in the /Warframe/Downloaded/Public/Tools folder. Sorry about the mix up earlier.

 

 

Now about the 64-bit thing. The screenshot you posted shows two DLL files, right? Copy those two files and paste them also into the "Public" folder. You will be asked to overwrite the old DLL files in there. Accept it and SweetFX should work on 64-bit.

 

 

In the end, your log file should show something similar to this:

[16:21:43] D3D11CreateDeviceAndSwapChain redirected successfully
[16:21:43] Hooking swapchain...
[16:21:43] D3D11CreateDeviceAndSwapChain redirected successfully
[16:21:43] ResizeBuffers succeeded !
[16:21:43] Created DeferredContext successfully !
[16:21:43] Using only SWFX shaders and no AA
[16:21:43] SWFX enabled

 

the 64-bit thing i already did that .. and for the log.log it seems it is not enabled yet . what step is missing ? umm

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the 64-bit thing i already did that .. and for the log.log it seems it is not enabled yet . what step is missing ? umm

 

I believe the folders. I edited my post. If you have the non-Steam version, you need to put everything in the "Public" folder, not the "Tools" one.

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thank u .. but when i open the game it has black screen nth else 

 

I'm not sure if black screen is still a configuration problem or something else. The log file might have some useful information on that now. Also, did you remember to turn the in-game anti-aliasing off?

 

Aside from that, I can think of two things you could try if you're interested. You could try to run the game with DirectX 11 turned off. And the other thing is to run the game in 32-bit. But if you do try the 32-bit thing, you'll need to use the original DLLs.

Edited by Amazerath
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I'm not sure if black screen is still a configuration problem or something else. The log file might have some useful information on that now. Also, did you remember to turn the in-game anti-aliasing off?

 

Aside from that, I can think of two things you could try if you're interested. You could try to run the game with DirectX 11 turned off. And the other thing is to run the game in 32-bit. But if you do try the 32-bit thing, you'll need to use the original DLLs.

thats what u i have in my log.log
 
 [23:57:57] Redirecting CreateDevice : successful (width: 16, height: 16)
 [23:57:57] Initializing SMAA (width: 16, height: 16)...
 [23:58:00] SMAA enabled
 [23:58:00] Device->Reset succesful ! [width: 1024, height: 768]
 [23:58:00] Initializing SMAA (width: 1024, height: 768)...
 [23:58:02] SMAA enabled
 

what is anti-aliasing off?

 

turned off direct x11 and using original DDL and to run in 32-bit i have to uncheck the box in the launcher right ?

Edited by BaSiLB
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thats what u i have in my log.log
 
 [23:57:57] Redirecting CreateDevice : successful (width: 16, height: 16)
 [23:57:57] Initializing SMAA (width: 16, height: 16)...
 [23:58:00] SMAA enabled
 [23:58:00] Device->Reset succesful ! [width: 1024, height: 768]
 [23:58:00] Initializing SMAA (width: 1024, height: 768)...
 [23:58:02] SMAA enabled
 

what is anti-aliasing off?

 

turned off direct x11 and using original DDL

 

 

Your log doesn't look much different from mine. No errors. Some people have mentioned that running the game on borderless fullscreen mode fixes some black screen problems. Don't know if it will help in this case, though.

 

Anti-aliasing is a graphics setting. It's in the Warframe display options. If yours is turned on, then you might need to turn it off.

 

xxxx_by_syimper-d7agfnc.jpg

 

Do you still have black screens without DirectX 11?

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Your log doesn't look much different from mine. No errors. Some people have mentioned that running the game on borderless fullscreen mode fixes some black screen problems. Don't know if it will help in this case, though.

 

Anti-aliasing is a graphics setting. It's in the Warframe display options. If yours is turned on, then you might need to turn it off.

 

xxxx_by_syimper-d7agfnc.jpg

 

Do you still have black screens without DirectX 11?

Thank You Brother , everything working so well now .. accept my add please .. i wanna thank you in my way 

Edited by BaSiLB
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/*-----------------------------------------------------------.

  /                  SMAA Anti-aliasing settings                /
  '-----------------------------------------------------------*/
 
#define SMAA_THRESHOLD         0.12         // [0.05 to 0.20] Edge detection threshold
#define SMAA_MAX_SEARCH_STEPS  30           // [0 to 98] Determines the radius SMAA will search for aliased edges
#define SMAA_MAX_SEARCH_STEPS_DIAG 16           // [0 to 16] Determines the radius SMAA will search for diagonal aliased edges
#define SMAA_CORNER_ROUNDING   0            // [0 to 100] Determines the percent of antialiasing to apply to corners.
 
// -- Advanced SMAA settings --
#define COLOR_EDGE_DETECTION   1            // [0 or 1] 1 Enables color edge detection (slower but slightly more acurate) - 0 uses luma edge detection (faster)
#define SMAA_DIRECTX9_LINEAR_BLEND 0            // [0 or 1] Using DX9 HARDWARE? (software version doesn't matter) if so this needs to be 1 - If not, leave it at 0.
 
 
   /*-----------------------------------------------------------.
  /                  FXAA Anti-aliasing settings                /
  '-----------------------------------------------------------*/
#define FXAA_QUALITY__PRESET 39      //[1 to 39] Choose the quality preset. 39 is the highest quality.
#define fxaa_Subpix 0.400            //[0.000 to 1.000] Choose the amount of sub-pixel aliasing removal.
#define fxaa_EdgeThreshold 0.250     //[0.000 to 1.000] Edge detection threshold. The minimum amount of local contrast required to apply algorithm.
#define fxaa_EdgeThresholdMin 0.060  //[0.000 to 1.000] Darkness threshold. Trims the algorithm from processing darks.
 
 
   /*-----------------------------------------------------------.
  /                  Cartoon settings                           /
  '-----------------------------------------------------------*/
#define CartoonPower 1.0             //[0.1 to 10.0] Amount of effect you want.
 
 
   /*-----------------------------------------------------------.
  /                  Advanced CRT settings                     /
  '----------------------------------------------------------*/
#define CRTAmount            1.00    //[0.00 to 1.00]  Amount of CRT effect you want
 
#define CRTResolutionX       512     //[1 to 2048]     Original input width of the game (ie. 320)
#define CRTResolutionY       304     //[1 to 2048]     Original input height of the game (ie. 240)
#define CRTgamma             2.4     //[0.0 to 4.0]    Gamma of simulated CRT (default 2.4)
#define CRTmonitorgamma      2.2     //[0.0 to 4.0]    Gamma of display monitor (typically 2.2 is correct)
#define CRTBrightness        0.9     //[1.0 to 3.0]    Used to boost brightness a little. Default is 1.0
#define CRTScanlineIntensity 2.0     //[2.0 to 4.0]    Scanlines intensity (use integer values preferably). Default is 2.0
#define CRTScanlineGaussian  1       //[0 or 1]        Use the "new nongaussian scanlines bloom effect". Default is on
 
#define CRTCurvature         1       //[[0 or 1]          "Barrel effect" enabled (1) or off (0)
#define CRTCurvatureRadius   1.5     //[0.0 to 2.0]       Curvature Radius (only effective when Curvature is enabled). Default is 1.5
#define CRTCornerSize        0.0100  //[0.0000 to 0.0020] Higher values, more rounded corner. Default is 0.001
#define CRTDistance          2.00    //[0.00 to 4.00]     Simulated distance from viewer to monitor. Default is 2.00
#define CRTAngleX            0.00    //[-0.20 to 0.20]    Tilt angle in radians (X coordinates)
#define CRTAngleY            -0.15   //[-0.20 to 0.20]    Tilt angle in radians (Y coordinates). (Value of -0.15 gives the 'arcade tilt' look)
#define CRTOverScan          1.01    //[1.00 to 1.10]     Overscan (e.g. 1.02 for 2% overscan). Default is 1.01
#define CRTOversample        0       //[0 or 1]           Enable 3x oversampling of the beam profile (warning : performance hit)
 
 
   /*-----------------------------------------------------------.
  /                  Bloom settings                             /
  '-----------------------------------------------------------*/
#define BloomThreshold 20.25 //[0.00 to 50.00] Threshold for what is a bright light (that causes bloom) and what isn't.
#define BloomPower 1.446     //[0.000 to 8.000] Strength of the bloom
#define BloomWidth 0.0142    //[0.0000 to 1.0000] Width of the bloom
 
 
   /*-----------------------------------------------------------.
  /                  HDR settings                               /
  '-----------------------------------------------------------*/
#define HDRPower 1.30  //[0.00 to 8.00] Strangely lowering this makes the image brighter
#define radius2  0.87  //[0.00 to 8.00] Raising this seems to make the effect stronger and also brighter
 
 
   /*-----------------------------------------------------------.
  /                  LumaSharpen settings                       /
  '-----------------------------------------------------------*/
// -- Sharpening --
#define sharp_strength         1.60         // [0.10 to 3.00] Strength of the sharpening
#define sharp_clamp            0.070        // [0.000 to 1.000] Limits maximum amount of sharpening a pixel recieves - Default is 0.035
 
// -- Advanced sharpening settings --
#define pattern                3            // [1|2|3|4] Choose a sample pattern. 1 = Fast, 2 = Normal, 3 = Wider, 4 = Pyramid shaped.
#define offset_bias            1.0          // [0.0 to 6.0] Offset bias adjusts the radius of the sampling pattern.
                         // I designed the pattern for offset_bias 1.0, but feel free to experiment.
                           
// -- Debug sharpening settings --
#define show_sharpen           0            // [0 or 1] Visualize the strength of the sharpen (multiplied by 4 to see it better)
 
   /*-----------------------------------------------------------.
  /                  Gaussian Blur settings                     /
  '-----------------------------------------------------------*/
#define GaussEffect 2        //[0|1|2|3]        0 = Blur, 1 = Unsharpmask (expensive), 2 = Bloom, 3 = Sketchy. Default is 2
#define GaussQuality 3       //[0|1|2|3]        Warning: 2 and 3 are expensive. Default is 1
#define GaussSigma 1         //[1 to 4]         The higher the wider blur/bloom is (only effective when Bloom selected)
#define GaussBloomWarmth 1   //[0|1|2]          "Temperature" of the bloom - 0 = neutral, 1 = warm, 2 = hazy/foggy
#define GaussThreshold 0.50  //[0.00 to 1.00]   [DX10/11 only] Threshold for what is a bright light (that causes bloom) and what isn't.
#define GaussExposure 43.0   //[0.00 to 100.00] [DX10/11 only] Exposure of the effect (the lower the brighter)
#define GaussStrength 0.10   //[0.00 to 1.00]   Amount of effect blended into the final image
 
 
   /*-----------------------------------------------------------.
  /                  Film grain settings                        /
  '-----------------------------------------------------------*/
#define FilmGrainIntensity 0.46  //[0.00 to 1.00] Intensity of grain. Default is 0.46
#define FilmGrainExposure 40     //[0 to 100]     Grain Exposure. Default is 40 (Lower -> darker noise)
#define FilmGrainSize 2          //[0 to 10]      Size of the grain. Default is 2 (Higher -> thinner noise)
 
 
   /*-----------------------------------------------------------.
  /                  TECHNICOLOR settings                       /
  '-----------------------------------------------------------*/
#define TechniAmount 1.4         //[0.00 to 1.00]
#define TechniPower  4.0         //[0.00 to 8.00]
#define redNegativeAmount   0.88 //[0.00 to 1.00]
#define greenNegativeAmount 0.88 //[0.00 to 1.00]
#define blueNegativeAmount  0.88 //[0.00 to 1.00]
 
 
   /*-----------------------------------------------------------.
  /                  Cineon DPX settings                        /
  '-----------------------------------------------------------*/
#define Red   10.0  //[1.0 to 15.0]
#define Green 10.0  //[1.0 to 15.0]
#define Blue  10.0  //[1.0 to 15.0]
 
#define ColorGamma    2.5  //[0.1 to 2.5] Adjusts the colorfulness of the effect in a manner similar to Vibrance. 1.0 is neutral.
#define DPXSaturation 4.5  //[0.0 to 8.0] Adjust saturation of the effect. 1.0 is neutral.
 
#define RedC   0.36  //[0.60 to 0.20]
#define GreenC 0.36  //[0.60 to 0.20]
#define BlueC  0.34  //[0.60 to 0.20]
 
#define Blend 0.2    //[0.00 to 1.00] How strong the effect should be.
 
 
   /*-----------------------------------------------------------.
  /                  Monochrome settings                        /
  '-----------------------------------------------------------*/
#define Monochrome_conversion_values float3(0.18,0.41,0.41) //[0.00 to 1.00] Percentage of RGB to include (should sum up to 1.00)
 
 
   /*-----------------------------------------------------------.
  /                  Lift Gamma Gain settings                   /
  '-----------------------------------------------------------*/
#define RGB_Lift               float3(1.016, 1.014, 0.97) // [0.000 to 2.000] Adjust shadows for Red, Green and Blue
#define RGB_Gamma              float3(1.000, 1.000, 1.000) // [0.000 to 2.000] Adjust midtones for Red, Green and Blue
#define RGB_Gain               float3(1.000, 1.000, 1.000) // [0.000 to 2.000] Adjust highlights for Red, Green and Blue
 
 
   /*-----------------------------------------------------------.
  /                  Tonemap settings                           /
  '-----------------------------------------------------------*/
#define Gamma                  1.0          // [0.00 to 2.00] Adjust midtones
#define Exposure               0.00         // [-1.00 to 1.00] Adjust exposure
#define Saturation             0.00         // [-1.00 to 1.00] Adjust saturation
#define Bleach                 0.00         // [0.00 to 1.00] Brightens the shadows and fades the colors
#define Defog                  0.008        // [0.00 to 1.00] How much of the color tint to remove
#define FogColor               float3(0.00, 2.55, 2.30) // [0.00 to 1.00, 0.00 to 1.00, 0.00 to 1.00] What color to remove - default is blue
 
 
   /*-----------------------------------------------------------.
  /                  Vibrance settings                          /
  '-----------------------------------------------------------*/
#define Vibrance               -0.10         // [-1.0 to 1.0] Intelligently saturates (or desaturates if you use negative values) the pixels depending on their original saturation.
 
 
   /*-----------------------------------------------------------.
  /                  Curves settings                            /
  '-----------------------------------------------------------*/
#define Curves_mode 0        //[0|1|2] Choose what to apply contrast to. 0 = Luma, 1 = Chroma, 2 = both Luma and Chroma. Default is 0 (Luma)
#define Curves_contrast        0.20         // [-1.0 to 1.0] The amount of contrast you want
 
// -- Advanced curve settings --
#define Curves_formula         4            // [1|2|3|4|5|6|7] The constrast s-curve you want to use. 
 
 
   /*-----------------------------------------------------------.
  /                  Sepia settings                             /
  '-----------------------------------------------------------*/
#define ColorTone float3(1.40, 1.10, 0.90) //[0.00 to 2.55, 0.00 to 2.55, 0.00 to 2.55] What color to tint the image
#define GreyPower  0.11                    //[0.00 to 1.00] How much desaturate the image before tinting it
#define SepiaPower 0.58                    //[0.00 to 1.00] How much to tint the image
 
 
   /*-----------------------------------------------------------.
  /                  Vignette settings                          /
  '-----------------------------------------------------------*/
#define VignetteRatio 1.00    //[0.15 to 6.00]  Sets a width to height ratio. 1.00 (1/1) is perfectly round, while 1.60 (16/10) is 60 % wider than it's high.
#define VignetteRadius 1.00   //[-1.00 to 3.00] lower values = stronger radial effect from center
#define VignetteAmount -1.00  //[-2.00 to 1.00] Strength of black. -2.00 = Max Black, 1.00 = Max White.
#define VignetteSlope 8       //[1 to 16] How far away from the center the change should start to really grow strong (odd numbers cause a larger fps drop than even numbers)
#define VignetteCenter float2(0.500, 0.500)  //[0.000 to 1.000, 0.000 to 1.000] Center of effect.
 
 
   /*-----------------------------------------------------------.
  /                  Dither settings                            /
  '-----------------------------------------------------------*/
#define dither_method 1  //[1 or 2] 1 = Ordering dithering (good and very fast), 2 = Random dithering (even better dithering but not as fast)
 
//Note that the patterns used by Dither, makes an image harder to compress.
//This can make your screenshots and video recordings take up more space.

 

Your settings. Are win. :o

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Thank you, Tenno-Ultarious. 

 

I spent a lot of time fine tuning those settings. My strain is your gain. 

 

I'm actually using a modified version of those for Titanfall. Looks great too.

Yeah I can just imagine going through and continuing to mess with the settings until you find one just right, which is why I went through the forum looking at them and I tried pretty much all of them and yours is #1.

Also I wonder what Titanfall looks like with this, by default it looks pretty good but with this it must look awesome.

I am not too interested in Titanfall however, it looked like a great game at first but from what I have seen hear it is suffering balancing issues.

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Yeah I can just imagine going through and continuing to mess with the settings until you find one just right, which is why I went through the forum looking at them and I tried pretty much all of them and yours is #1.

Also I wonder what Titanfall looks like with this, by default it looks pretty good but with this it must look awesome.

I am not too interested in Titanfall however, it looked like a great game at first but from what I have seen hear it is suffering balancing issues.

The trick for me on those settings was trying to retain the brightness while also sharpening the textures and enhancing the color. Really glad you are enjoying them.

 

Here are screens of Titanfall on and off http://imgur.com/a/SxOij

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The trick for me on those settings was trying to retain the brightness while also sharpening the textures and enhancing the color. Really glad you are enjoying them.

 

Here are screens of Titanfall on and off http://imgur.com/a/SxOij

Wow that does look pretty nice.

 

I would try to make my own it's just that I don't know much about the graphics stuff let alone poke around and change how the game looks.

I am in a state of 7 cuils when it comes to messing with the SweetFX stuff.

Also I take it there are ways to use SweetFX in most games, because I would love to use this in a lot of my games such as Skyrim.

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Wow that does look pretty nice.

 

I would try to make my own it's just that I don't know much about the graphics stuff let alone poke around and change how the game looks.

I am in a state of 7 cuils when it comes to messing with the SweetFX stuff.

Also I take it there are ways to use SweetFX in most games, because I would love to use this in a lot of my games such as Skyrim.

Yup! SweetFX is no stranger to Skyrim. Many people use it. 

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